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Render Target Requirements

Last Updated: 2/14/2017

The requirements for color buffers and depth buffers are as follows:

Color Buffers

If the hardware does not support a render target that is also to be used as a texture (that is, the device cannot "render to a texture"), the device must fail calls to the IDirect3DDevice7::SetRenderTarget and IDirect3D7::CreateDevice methods. These methods are described in the Direct3D SDK documentation. The fact that a render target is to be used as a texture is signified by the presence of the DDSCAPS_TEXTURE flag in the surface description (see the dwCaps member of the DDSCAPS structure).

Depth Buffers

If the hardware does not support a particular combination of render target and depth-buffers, then the device must fail API calls that cause this scenario when it detects mismatches of this sort, such as in calls to the IDirect3D7::CreateDevice and IDirectDrawSurface7::AddAttachedSurface methods. These methods are described in the Direct3D and DirectDraw SDK documentation sets, respectively. An example of such a mismatch might be when the render target and depth buffer are of different bit depths. Do not transparently alter the format of either the render target or the depth-buffer to cause an invalid combination to work properly. Instead, allocate a higher-precision depth buffer without informing the DirectX runtime.

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